Orcs love to fight. Almost as much
fighting, Orcs love to show off their battle scars and brag about
fighting. This is how Orcs get mates. Their race is very gender divided;
Men go out into the world and take back slaves, food, and plunder and
present it to the women, who then will let the best mate with them.
This is very normal in Orc society, the women are in control of
basically anything that isn't fighting and raiding. After all,
they're 9 foot tall multibreasted pig women with magic powers.
But there's a problem. Orcs love to
fight and get hurt fighting so they can show off their cool scars.
But getting hurt as a living creature means you'll start to
accumulate permanent damage; not just old inflamed wounds but lost
body parts too. This is why second only to fighting, bragging,
eating, and fucking- Orcs love prosthetics. It replaces their
fleshy limbs with more kickass weapons. It's just about the only
inventive things orcs care about- even if they're mostly made by
their slaves.
These mechanical
limbs are made of common materials and sometimes poorly maintained.
To get a prosthetic fitted on a stump elbow or knee costs 800c, where
as the shoulder or groin costs 1200c. Also requires a willing
squealer smith to put it on you. Squealers are a lot more open minded
about serving humans then Orcs are, but these highly trained
underlings are rare outside of the underhills.
Roll 1d10 for an
Arm Prosthesis
Roll 1d6+10 for a
Leg Prosthesis
Roll 1d4+16 for a
Torso, Head, or Back Prosthesis
Roll 1d20 for a
totally random Prosthesis
20 Orc Prosthetics
[1]
Bone Fist
Simple and
effective limb replacement. The bone-fist is made of bones; the
radius and ulna of a skeleton bleached and fitted with mechanical
joints- the metacarpals fitted with a complex set of wire to help it
grasp and move. These arms might also be enchanted with a bit of
neromantic energy to make them effective, depending on the level of
magitech you're comfortable with. Orcs really like using ogre bones
to give them a huge new arm, or replacing the finger bones with the
sharp talons of a bird or even the teeth of a large cavern cat for a
claw attack. On their own, these prosthetics do nothing special
except act as a new hand that can hold and use weapons; but since
they were once part of a living creature this hand can be used to
grapple or punch undead creatures without fearing the level drain or
paralyzing effects, as long as they don't hit the rest of your body.
Orc boasts of “strangling wights and vampires” are often made,
but rarely verified.
[2]
Nail-Stab
This prosthesis
replaces the hand with a black metal spike with a detachable socket.
This is so simplistic that its much cheaper to graft and repair;
reduce costs to 600c for an elbow and below or 1000c for a shoulder
and below. This acts as a 1d4+1 weapon that can imbed itself in its
prey. By twisting the spike at the wrist, it can be detached and thus
pin someone to a wall or floor if stabbed deep enough in them. The
target must make a saving throw modified by strength to break free,
and takes another 1d4+1 damage for pulling this wicked, often barbed
spike out of their flesh.
[3]
Beast-Burner
Using
a wheel lock mechanism; this device creates a shower of sparks. These
sparks and the loud scraping noise is enough to scare a beast- simple
minded animals must make a morale check. It creates enough light for
surface dwellers to see for one combat round, and may blind an orc
using their darkvision from the sudden creation of light. The shower
of sparks isn't a very effective weapon, only dealing 1d2 damage in
melee range, but can be reloaded with some iron slag to rub and an
exploration turn to wind up. It can also start fires rapidly by
pressing the end the main discharge point against something dry and
flammable.
[4]
Arm-Bow
Orcs believe that
using ranged weapons are pretty dishonorable. The exception are
thrown javelins as a skirmishing weapon, but dedicated ranged
military units are relegated to the too old, young, or to the
squealers or slave soldiers. However, having a weapon of any kind is
much better then not having one at all, and a P'orc with a chopped
arm is basically “old” now anyway. The Arm-Bow is a crossbow
embedded into the arm from the elbow downwards. It is fired with the
other hand free to pull the trigger and requires a turn to wind
between shots. Deals a punchy 1d8 damage, but requires bolts and
regular maintenance as a crossbow. Can be used as an improvised melee
weapon at 1d3, but on a roll of 3 it severs the metal cord and gives
either the orc or whoever they're punching nasty whiplash.
[5]
Squealapult
Similar in
construction to the Arm-Bow, this arm features an elbow that can lock
into a straight line and throw a small hooked on basket along it.
This arm can only be grafted to someone with their entire arm missing
up to the shoulder, the elbow to hand length isn't long enough. This
arm prosthesis can launch a small stone fast enough to deal 1d6
damage as a mini catapult, but is impossible to aim closer then 30 ft
due to the firing arc. The main purpose of this arm though is in the
name- to launch small Squealers, the runts of the Porc race, over
walls or as living cannonballs. It can also be used by clever orcs to
throw vials of acid or bombs long distance, but can only launch
unencumbered beings of Squealer size or smaller. So Gnomes and
Halflings are ok, but Dwarves and Humans are much too heavy.
[6]
Tangler
This arm features
a mess of cords and cables. It has heavy stone weights on the ends of
these cords, which are loaded into the hollow core of the arm, which
is little more then a metal pipe. Some orcs can afford lead weights,
or even better, the dark-lead found near the center of the world,
which is a rare and powerful ore. When spun over the head and tossed,
the tangler is thrown out of the socket similar to a massive bolas.
It only has a single “shot” at a time, but is a much longer cord
that can snag up to three bipeds, or a large quadraped like a horse.
Only cutting your way out or being exceptionally agile to avoid it in
the first place allow escape from the tangler. Orcs using the
dark-lead weights with this can often snap the leg bones of weak and
thin creatures, especially elves, sheerly from the force of the cords
wrapping around their victims' legs.
[7]
Sleep-Sword
This long syringe
with glass bottles is hooked up to a long sharp blade with a deep
channel within to transfer the liquid in the glass tube into the
victim. Stabbed or slashed, the medicine in this arm can slow down
and weaken the victim. This arm deals 1d6 damage as per a sword.
Equal to the damage dealt, the victim takes a number “tranquilized”
counters on their character sheet. If these tranquilizer counters
reach their Constitution score in number, the being gets -2 to hit
and AC from their sluggish movements, and must make a saving throw to
avoid falling asleep. To use this on creatures, just add their HD +
10 and treat that as their Con score. Some creatures, such as the
undead or massive beings like dinosaurs, or those flying into a
beserk rage, are immune to tranqulization.
[8]
Steel-Claw
Similar
to a bird's talons, this mechanical arm has less dexterity then a
regular hand or the Bone-Fist prosthetic, but has a powerful grip.
The metal claw can lock into place, and can be used as a 1d3
improvised weapon if grabbing at soft flesh. Anything grabbed by this
claw requires a hard saving throw modified by strength to break free,
or the metal must be snapped off or melted away with acids.
Additionally, this could be used on a zipline or climbing point by
the Orc to hang on to something and support their full, fat body
weight.
[9]
Boar-Bellows
Long, cylindrical
bellows built into the arm. By twisting and squeezing, it can shoot
out a long blast of air. While useful for forging, and capable of
blowing back the bodies of incorporeal ghosts or dusty wraiths, it
can also be loaded up with a powder before firing to create a single
use blast attack. This powder could be choking, blinding, or even
acidic, requiring only the aid of an alchemist to safely store in the
bellows. While partially protected by the metal sheath, any sharp or
cutting weapon that hits this bellows arm and deals more then 3
damage punctures the sac and makes it useless until it is mended.
[10] Craftsman's Hand
Similar to a giant
multitool. This arm can flick out several useful small tools and
devices. Scissors, knives, files, spoons & forks and other
cutlery, a small hand saw, a hammer with nail-aiming arm addition,
and so on. By far the most useful of all these prosthetic arms, but
considered somewhat dishonorable due to a lack of weaponry. It is
also possible to fit a second prosthesis onto this arm, which fits
into the forearm and can be flipped with the hand to have a weapon
AND the multitool, but this makes the prosthetic cost double for the
installation and advanced hinges. Any powerful blunt weapon that
impacts this advanced double-stuffed hand that deals 7 damage or
higher causes it to fan out in a shower of metal, making a giant
useless hunk of springs, gears, wires, and splayed out tools that the
orc must carry along or take off their stump until they can repiar
it.
[11]
Cricket-Leg
The bended, sharp
edged metal of this leg can be used as a d4 weapon from the cruel
serrated legs. Secondly, it can be rubbed against the thigh to create
a loud, piercing metal scrap that sounds somewhat similar to a
cricket's chirp. This leg gives an awkward running gait, but does not
impede with jumps in any way. Orcs with two of these cricket legs can
jump 5ft higher then normal.
[12] Tap-Leg
Orcs are less
caring about smuggling stuff around- they don't try to hide their
booze in a fake peg leg. This leg looks like a moderately thick stick
similar to a barrel. It has a metal tap near the foot to be twisted
and release whatever inebriating substance has been stored within.
The sloshing alcohol does reduce stealth rolls made by this orc by -1
unless it has been emptied.
[13]
Sprocket Leg
This
leg has a large amount of gears and metal components near the knee.
It can support the weight of the bearer and also turn and redirect it
on a spot; such as when in a chase to quickly shift your weight on
that leg, turn it, and the gears steady yourself so you can continue
from a sharp turn down a side passage for example. This leg makes the
runner immune to the negative effects of slipping oil or the Grease
spell, as well as granting a +2 to any saves to avoid being pushed or
falling off high places, the gears snapping into sequence to
stabilize the walker.
[14]
Duelist's Foot
Metallic legs with
a hollow cage-like design. Within it can store a sword or two knives
if its from the knee and below, or two swords/four knives if its from
the groin and down. This acts almost as a mobile armory; popping the
leg into a different pose lets the handles of these swords present
themselves to be easily pulled free and weilded.
[15]
Meatleg
This
leg has the same heft and weight as a normal leg, and makes a similar
sound if slapped against the hard floor without a shoe. The leg is
made of meat and discarded flesh, meaning that within a few weeks it
will need to be replaced as it will start to rot and attract flies
and create a foul odor. Replaced the meat leg with no meat only costs
the price of the number of rations it takes to fill it; as the
skeletal structure remains intact. The main advantage of the meat leg
is it is more covert then other prosthetic legs, creating almost no
difference in walking gait or appearance, and it can also be detached
to act as a distraction for hungry beasts. Anyone with a meat leg
caught in the jaws of a monster can make a saving throw so that only
their leg is caught; they dislodge and fall free as the beast eats
the meaty leg. The only orcs who get this regularly are orcs that
either work as beast tamers for giant monsters or who regularly enter
into gnoll territory.
[16]
Boulderclasp
The
leg has a long, hard stone in place of the foot. This counterweight
makes the leg good at kicking, dealing 1d4+1 damage, and can shatter
through brittle floors made of glass or wood with a strong standing
kick. However, the heavy stone will cause the user to sink in water
and have -2 to stealth rolls. If the user is submerged, they have a
few seconds to reach down and cut the cord inside the leg to detached
the stone, but the leg becomes uesless for walking without the hefty
counterweight.
[17]
Skull-Cage
This
“prosthetic” is more a lifelong medical brace for the head. It
involves screwing tight metal struts around the Orc's head in a
cage-like shape to act as a medical brace for a being with a smashed
or severely damaged skull. It cannot be removed without killing its
host unless enough time has passed for a full healing effect to have
been made. The skull-cage grants a bonus +1 AC from itself, but the
user cannot wear any kind of helmet and additionally has this big
metal object on their head, thus giving them an improvised headbut at
1d3. Most Skull-Cages made by Orcs put spikes on the ends, or paint
the bars nearest to the mouth red, to look more intimidating.
[18]
Eyeball Pop-Flash
Device that is
inserted carefully into an empty eye socket of a person with a
missing eye. This eye must then be closed until the device is
activated; the prosthetic does not grant sight at all, simply
granting a small weapon to deploy in a combat scenario. When this eye
is opened- the device pops and creates a loud flash of light-
stunning and blinding anyone else nearby for a combat round. This is
especially effective for orcs who are fighting other underground
creatures who find light loathsome, and they are stunned for two
rounds. Those with this prosthetic device will close their other eye
and be mentally prepared for the release, and thus will not be
stunned by it. Individuals with this stun bomb in their eye often
have accidental discharges until they spend a few months really
practicing keeping this eye closed at all times; even when surprised
or when first waking up in the morning. Nevertheless, an extremely
surprising situation can still cause them to open their ruined eye
and release the flash.
[19]
Gut-Bag
One
of the most disgusting types of prosthetics. This is a very brutal
device only put on those who have had a large portion of their
intestines ripped out or have been gutted but yet survived. The
gut-bag is placed in their chest and is visible from the outside. The
thick bag fills as the person eats and drinks, and allows them to
still digest food, but is very difficult to install and will kill
anyone who doesn't have a Constitution modifier of at least +1 from
the infection, unless that infection is cured by a regime of healing
potions and/or healing magic. Finally, the gut swells up much bigger
then an actual stomach would due to a lack of elastic properties, so
after large meals the gutbag will extend far out as though they were
very fat. Puncturing this bag will cause their half-eaten slop to
fall out, but won't cause any damage to the individual. Instead, they
will simply have to go hungry and be unable to eat until the bag is
sewn shut.
[20]
Ear-Funnel
Given
to a person with a missing ear. This funnel is attached to the head
via leather straps, and is made of a cheap metal. The funnel grants
regular hearing out of that ear, but if pressed against a door or
other thin barricade it can hear through them, funneling noise into
the user's ear and letting them eavesdrop on others like a
professional spy.
No comments:
Post a Comment